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Development Technical Director

Job in San Francisco, San Francisco County, California, 94199, USA
Listing for: Industrial Light & Magic
Full Time position
Listed on 2026-01-30
Job specializations:
  • Creative Arts/Media
    Computer Graphics / 3D / Animation, Digital Media / Production, Video Game
Job Description & How to Apply Below
Position: Look Development Technical Director

This posting is an opportunity to submit your resume for future consideration; this is not a role that is open at this time. We anticipate this role may be open in the future, but we are not actively hiring for the position. If you would like to be considered for this potential role, please submit your resume. If the role becomes available, you may receive an email or call from a recruiter.

Look Development Technical Directors produce high-quality look dev and shading for our CG Assets, needing only initial direction and guidance from their Supervisors. They have the flexibility of moving into lighting shot production, producing high‑end lighting during show production.

What You’ll Do
  • Scrutinize the colors and directions of all light sources in the real‑world scene and replicate them in CG.
  • Design and create the lighting and the look of computer‑generated objects and scenes.
  • Oversee the final CG scene assembly, lighting and rendering of very complex shots.
  • Work closely with Lighting Supervisors and CG Supervisors to determine the best approach to solving CG challenges and developing the final look.
  • Create lighting setups and/or work within current setups.
  • Create efficient rendering setups to optimise render farm usage.
  • Stay on schedule, meet set deadlines while maintaining the highest level of work quality.
  • Ensure ongoing communication with Production and Leads regarding schedules and deadlines.
  • Help mentor junior artists within the lighting/look‑dev team.
  • Create and maintain simple materials using the provided shading templates.
  • Create and maintain custom hero materials and shading networks when necessary.
  • Have a deep understanding of real‑world materials.
  • Understand energy conservation principles.
  • Deeply understand physically‑based rendering and shader models.
  • Work and communicate effectively with texture and groom artists to achieve best results.
  • Build and maintain complex shading networks with artist usability and UI support in mind.
What We’re Looking For
  • At least 5 years of relevant professional VFX experience and a college‑level diploma or higher in computer graphics, fine arts, design, photography, or a related field; OR at least 7 years of relevant professional VFX experience in lieu of education.
  • Experience with real‑world lighting and photography.
  • Demonstrable advanced lighting and rendering experience within a VFX environment.
  • Previous experience performing shot look‑dev tasks.
  • Excellent listening and communication skills; able to receive direction and criticism.
  • Broad understanding of modern shading models and an in‑depth understanding of P .
  • Ability to help and teach junior‑level artists.
  • Strong task prioritisation and time‑management skills; provide accurate time estimates.
  • Excellent presentation/communication skills in dailies/shot review; clearly outline what has been accomplished and what should be addressed next.
  • Ability to work within a team environment.
  • Proficient in writing plug‑ins, set‑up sequences, debugging simulations, and creating Renderman surface shaders.
  • Capable of working independently to complete a shot with minimal supervision.
  • Thorough knowledge of the VFX pipeline from modelling through animation, texturing, rendering, and compositing.
  • Ability to pick up new techniques and learn new software quickly and easily.
  • Knowledge of Katana is essential;
    Maya and Zeno beneficial.
  • Knowledge of texturing and lighting, Python and/or MEL scripting is essential.
  • Strong interest in shading technologies, and ease with Linux‑based operating systems.
  • Good understanding of physically plausible shading techniques; in‑depth knowledge of building shading networks in Katana using Renderman.
  • Excellent knowledge of Renderman and other unbiased rendering systems; good knowledge of other VFX disciplines.

Reference: ECNJOBID- in the application

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